// Copyright (c) Athena Dev Teams - Licensed under GNU GPL
// For more information, see LICENCE in the main folder

#ifndef _HOMUNCULUS_H_
#define _HOMUNCULUS_H_

#include "status.h" //struct status_data, struct status_change
#include "unit.h" //struct unit_data

#ifdef RENEWAL
	#define HOMUN_LEVEL_STATWEIGHT_VALUE 0
	#define APPLY_HOMUN_LEVEL_STATWEIGHT() ( \
		hom->str_value = hom->agi_value = \
		hom->vit_value = hom->int_value = \
		hom->dex_value = hom->luk_value = hom->level / 10 - HOMUN_LEVEL_STATWEIGHT_VALUE \
		)
#else
	#define APPLY_HOMUN_LEVEL_STATWEIGHT()
#endif

struct h_stats {
	unsigned int HP, SP;
	unsigned short str, agi, vit, int_, dex, luk;
};

struct s_homunculus_db {
	int base_class, evo_class;
	char name[NAME_LENGTH];
	struct h_stats base, gmin, gmax, emin, emax;
	int foodID;
	int baseASPD;
	long hungryDelay;
	unsigned char element, race, base_size, evo_size;
};

extern struct s_homunculus_db homunculus_db[MAX_HOMUNCULUS_CLASS];

enum e_hom_search_type {
	HOMUNCULUS_CLASS,
	HOMUNCULUS_FOOD
};

enum e_hom_mode {
	MH_MD_FIGHTING = 1,
	MH_MD_GRAPPLING
};

enum e_hom_state {
	HOM_ST_ACTIVE = 0,
	HOM_ST_REST   = 1,
	HOM_ST_MORPH  = 2,
};

enum {
	SP_ACK      = 0x0,
	SP_INTIMATE = 0x1,
	SP_HUNGRY   = 0x2,
};

struct homun_data {
	struct block_list bl;
	struct unit_data  ud;
	struct view_data *vd;
	struct status_data base_status, battle_status;
	struct status_change sc;
	struct regen_data regen;
	struct s_homunculus_db *homunculusDB; //[orn]
	struct s_homunculus homunculus; //[orn]

	int masterteleport_timer;
	struct map_session_data *master; //Pointer back to its master
	int hungry_timer; //[orn]
	unsigned int exp_next;
	char blockskill[MAX_SKILL]; //[orn]
};

#define MAX_HOM_SKILL_REQUIRE 5
#define MAX_HOM_SKILL_TREE 8

//Homunculus skill entry [Celest]
struct homun_skill_tree_entry {
	uint16 id; //Skill ID
	uint8 max; //Max level for this tree
	uint8 need_level; //Homunculus level required
	uint16 intimacy; //Intimacy required (n/100)
	struct {
		uint16 id; //Skill ID
		uint8 lv; //Level of skill
	} need[MAX_HOM_SKILL_REQUIRE]; //Skills needed
};

#define HOM_EVO 0x100 //256
#define HOM_S 0x200 //512
#define HOM_REG 0x1000 //4096

//Houmunculus ID
enum homun_mapid {
	//Normal Homunculus
	MAPID_LIF = HOM_REG|0x0,
	MAPID_AMISTR,
	MAPID_FILIR,
	MAPID_VANILMIRTH,
	//Evolved Homunulus
	MAPID_LIF_E = HOM_REG|HOM_EVO|0x0,
	MAPID_AMISTR_E,
	MAPID_FILIR_E,
	MAPID_VANILMIRTH_E,
	//Homunculus S
	MAPID_EIRA = HOM_S|0x0,
	MAPID_BAYERI,
	MAPID_SERA,
	MAPID_DIETER,
	MAPID_ELANOR,
};

//Homunculus type
enum homun_type {
	HT_REG = 0x1, //Regular Homunculus
	HT_EVO = 0x2, //Evolved Homunculus
	HT_S = 0x4, //Homunculus S
	HT_INVALID = -1, //Invalid Homunculus
};

//Homunculus battle_config setting
enum homun_setting {
	HOMSET_NO_SUPPORT_SKILL            = 0x01, //Cannot be targetted by support skills, except for their master
	HOMSET_NO_INSTANT_LAND_SKILL       = 0x02, //Unit/land skill doesn't applied immediately
	HOMSET_FIRST_TARGET                = 0x04, //Mobs will always go after them instead of players until attacked
	HOMSET_COPY_SPEED                  = 0x08, //Copy their master's speed on spawn/map-change
	HOMSET_DISPLAY_LUK                 = 0x10, //They display luk/3+1 instead of their actual critical in the stat window, by default they don't crit
	HOMSET_SAME_MATK                   = 0x20, //Their Min-Matk is always the same as their max
	HOMSET_RESET_REUSESKILL_VAPORIZED  = 0x40, //Skill re-use delay is reset when they are vaporized.
	HOMSET_RESET_REUSESKILL_TELEPORTED = 0x80, //Skill re-use delay is reset when they are warped (by skill or item) with player.
};

enum e_homun_grade {
	HOMGRADE_HATE_WITH_PASSION = 0,
	HOMGRADE_HATE,
	HOMGRADE_AWKWARD,
	HOMGRADE_SHY,
	HOMGRADE_NEUTRAL,
	HOMGRADE_CORDIAL,
	HOMGRADE_LOYAL,
};

//Check Homunculus Class ID
#define homdb_checkid(id) (id >=  HM_CLASS_BASE && id <= HM_CLASS_MAX)

//merc_is_hom_alive(struct homun_data *)
#define hom_is_active(x) (x && x->homunculus.vaporize == HOM_ST_ACTIVE && x->battle_status.hp > 0)
int hom_recv_data(int account_id, struct s_homunculus *sh, int flag); //Albator
struct view_data *hom_get_viewdata(int class_);
int hom_class2mapid(int hom_class);
enum homun_type hom_class2type(int class_);
void hom_damage(struct homun_data *hd);
int hom_dead(struct homun_data *hd);
void hom_skillup(struct homun_data *hd, uint16 skill_id);
void hom_calc_skilltree(struct homun_data *hd, bool flag_evolve);
short hom_checkskill(struct homun_data *hd, uint16 skill_id);
uint8 hom_skill_get_min_level(int class_, uint16 skill_id);
void hom_gainexp(struct homun_data *hd, int exp);
void hom_stats_cap_check(struct homun_data *hd);
int hom_levelup(struct homun_data *hd);
int hom_evolution(struct homun_data *hd);
int hom_mutate(struct homun_data *hd, int homun_id);
void hom_heal(struct homun_data *hd);
int hom_vaporize(struct map_session_data *sd, int flag);
int hom_delete(struct homun_data *hd, int emote);
int hom_ressurect(struct map_session_data *sd, unsigned char per, short x, short y);
void hom_revive(struct homun_data *hd, unsigned int hp, unsigned int sp);
void hom_reset_stats(struct homun_data *hd);
int hom_shuffle(struct homun_data *hd); //[Zephyrus]
int hom_max(struct homun_data *hd);
void hom_save(struct homun_data *hd);
bool hom_call(struct map_session_data *sd);
bool hom_create_request(struct map_session_data *sd, int class_);
int hom_search(int key,int type);
void hom_menu(struct map_session_data *sd, int type);
int hom_food(struct map_session_data *sd, struct homun_data *hd);
int hom_hungry_timer_delete(struct homun_data *hd);
int hom_change_name(struct map_session_data *sd,char *name);
void hom_change_name_ack(struct map_session_data *sd, char *name, int flag);
#define hom_stop_walking(hd, type) unit_stop_walking(&(hd)->bl, type)
#define hom_stop_attack(hd) unit_stop_attack(&(hd)->bl)
int hom_increase_intimacy(struct homun_data * hd, unsigned int value);
int hom_decrease_intimacy(struct homun_data * hd, unsigned int value);
int hom_skill_tree_get_max(int skill_id, int b_class);
void hom_init_timers(struct homun_data * hd);
void hom_reload_skill(void);
void hom_reload(void);

void hom_addspiritball(TBL_HOM *hd, int max);
void hom_delspiritball(TBL_HOM *hd, int count, int type);

uint8 hom_get_intimacy_grade(struct homun_data *hd);
uint32 hom_intimacy_grade2intimacy(enum e_homun_grade grade);
enum e_homun_grade hom_intimacy_intimacy2grade(uint32 intimacy);

void do_final_homunculus(void);
void do_init_homunculus(void);

#endif /* _HOMUNCULUS_H_ */
